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  #1  
Old June 24th, 2005, 06:39 PM
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Default WinMBT: A number of final tweaks

Hi,

I think that this collection of quotes from Don G. will help the SPMBT veterans to become familiarized with the new aspects of the game.

(Quote from Don G.)

the Z key is less wild for close in shots

there was as bug were helos wouldn't retreat over minefields in certain conditions. FIXED

AA units will honour the range set by the Y key . The were ignoring that before.

You won't be able to turn off your weapons and Z key a from a bunker ( or anything else) to soak up opfire anymore.

Press 8 and your vehicle will back up. Every time you back up it takes 3 times the cost of that hex in forwards motion. If you don't have enough MP's to back up further the game will inform you that you cannot back up anymore. You MAY, however, still have enough MP's to turn around the " old fashioned" way and move further to the rear

Meeting engagement's are now called Meeting engagements not "advance" anymore.

Ammo containers now can be picked up. Have a default weight of 6

Rules for loading/unloading:

- unloaded pax are already charged for unloading (transport movement value is added)
- changed to charge 1 point to pax if transport move is zero, i.e. min charge 1 MP to get out.

- Unloading vehicle is now charged 1/4 of its MP to unload (whatever the passengers were).

- loading:
counts number of men + load cost - so a 7 man 40mm AA gun with 7 crew costs 10 MP.

- Passengers are charged 1/2 their MP on loading up.
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  #2  
Old June 25th, 2005, 12:13 AM
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Default Re: WinMBT: A number of final tweaks

Reversing takes 3 times the cost of that hex in forwards motion, not 1/3 of the units MP.

So - 3 MP on a road usually, 6 on clear terrain with a tracked vehicle typically, per reversed hex.

Stick chance (in a swamp say) is increased as well - by 25% I think it was. Reversing into poor going is not a good idea if you can avoid it.
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  #3  
Old June 25th, 2005, 05:59 AM
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Default Re: WinMBT: A number of final tweaks

Quote:
Don G. said:

Ammo containers now can be picked up. Have a default weight of 6

Wow!
That is a step forward!

Why would ammo supplies be hopelessly stuck in the ground, and ammo carrier couldn't be emptied to carry other things?

Now you can take ammo crates plus plain trucks, move your ammo around next to your arty or missile units or anything, and still use the trucks to taxi things!
Yeeha!

That may look like detail but that is a great one indeed!
Thanks again for the work!
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Old June 25th, 2005, 06:33 AM
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Default Re: WinMBT: A number of final tweaks

Quote:
PlasmaKrab said:
Quote:
Don G. said:

Ammo containers now can be picked up. Have a default weight of 6

Wow!
That is a step forward!

Why would ammo supplies be hopelessly stuck in the ground, and ammo carrier couldn't be emptied to carry other things?

Now you can take ammo crates plus plain trucks, move your ammo around next to your arty or missile units or anything, and still use the trucks to taxi things!
Yeeha!

That may look like detail but that is a great one indeed!
Thanks again for the work!
Ammo containers probably will not resupply arty, unless thier WH size is <4. See the write up of ammo container in the unit class section of the manual

Cheers
Andy
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Old June 25th, 2005, 08:11 AM
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Default Re: WinMBT: A number of final tweaks

Quote:
Mobhack said:
Ammo containers probably will not resupply arty, unless thier WH size is <4. See the write up of ammo container in the unit class section of the manual

Cheers
Andy
I think I should better start thinking before posting rubbish.

Anyway why are the bigger ammo dumps also transportable? I know the icon of the thing would make it look silly, but with a higher carry cost...

Or maybe another class, but I think I'm bound to get kicked out if I go on with such ideas

See, I keep breaking promises, I just can't help it!

Hey, now taht I come across a real idea: that will allow for ammo carrier helos! I had tried that once but since the "ammo carrier" class seems to be hard-wired to have wheels, my helo couldn't take off and got ditched in a swanp in turn 1

I must be the last person to come across the idea on this forum, but well...

Thanks again for the info, Andy, that will prevent me from asking more silly questions.
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